Maxx_Matt Active 2 years, 2 months ago

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  • Maxx_Matt
    @maxxmatt

    Great work, man. We were not wrong but you had luck stunning AlphaPig repeteadly during all the game. It is unfrequent. On the other hand, try the same strategy against Snor, it should function as well. Through this topic you can find many hints about both AlphaPig and Snor strategy, many and detailed. Do your best. But, please, avoid writing in capital letters, click again that Caps-Lock button on your keyboard to shut it down.

    Maxx_Matt
    @maxxmatt

    @wesley-cheng

    oh well, sincerely you should not be able to defeat this cave at your level. Sorry. It would be better to focus on smaller and easier caves, first. Of course, you can casually beat it when you randomly chain stun and delay effects and force opponents being stuck on their boundaries and not attacks you anytime during the game.

    Have a nice day,

    MM

    Maxx_Matt
    @maxxmatt

    @bchild
    You are welcome


    @jamairoqui

    yesterday,I wrote a follow up at your last post. It disappeared after editing it once. Not too bad, I’ll writer It again here.

    Bard vs. Seadog Is a very close option. Bard kick ass every round while Seadog become overwhelmed after Snor goes half killed. For example my birds:
    – Bard deals 5400 damages rumping up to 7500 after a stun. Using Thunderbird or Skullkers even my Bard reach 7500/10500 damages every attack.
    – Seadog attacks almost twice, deals 7100 damages and after 5-7 game rounds he starts to deal 21500 damages. From my perspective, my Bard Is a little bit subpar when compared to Seadog.

    On this argument, I want to elaborate a little bit more other not obvious choices: of classes are the starting point, I noticed that picking up the right subclass Is the real challenge, when finetuning good teams:

    Challenger Samurai with Gram Slam! Samurai deals 150% of base attack, this specific sublass 150% of damages to stunned Snor. It activates any
    further team winning plan
    Challenger Seadog with Punisher It can gang up, primarily with Samurai and then with THunter. Aside multiple attacks, he can stun Snor, too. Actually it is the best team improvement: multiple attacks, stunning effects, massive damages.
    Ice Lightning Bird with Time Jump It counterbalances its low damages with a good dodging skill and the key capability of letting ganged-uo Samurai and Seadog multiple times through Time Jump.
    Challenger Treasures Hunter with Ballista Its insertion is self explaining: it heals itself and easily delay Snor. As additional bonus coupling THunter with Ballista deals 5k or 10k damages each attack.

    This team is clearly a good bomb to use and has a great success rate. I played 40 games and restarted it only once.

    Maxx_Matt
    @maxxmatt

    @jamairoqui

    @bchild

    Little summary after all these insightful debates about useful details :

    4AttacksNoBrain Winning Team
    Thunderbird – Sonic Wand
    Treasures Hunter – Ballista
    Samurai – Titan
    Bard – Nightmare

    UseYourIllusions Team
    Illusionist – Sonic Wand
    Bard – Nightmare
    Samurai – Titan
    Treasures Hunter – Ballista

    *aggressive option #1* switch THunter for Skullkers – Ballista
    *aggressive option #2* switch Bard for Seadog – Punisher

    SelfHealing Team
    Illusionist – TimeJump
    Priestess – Nightmare
    Treasures Hunter – Ballista
    Samurai – Titan

    Last team… but not least… ;-)

    GoForTheThroat Team
    Samurai – Titan
    Treasures Hunter – Ballista
    LightningBird Bird – TimeJump
    Seadog – Punisher

    this very last team gave me the quickest win Yesterday, during a match anything goes well (4 minutes and Snor got knocked out): during my first rage Snor got stunned and when he recovered, he soon tried to summon his allies, being caged until death in the process.

    Maxx_Matt
    @maxxmatt

    Thanks for helping out with this. As an aside, why aren’t you using mastery buys at the dojo to level up your flock?

    oh well, actually I’m short of Snoutlings. I’m farming (and consequentely using on Dojo Trips) 2000-3000 Snoutlings every day) . Sometimes, after events or arena or holidays I can gather more of them all’ of a sudden and usually spend 5-10LCs for additional and immediate Dojo Trips.

    On the other hand, every 500XP from Dojo costs me 94 Snoutlings, possibly more than any other player that started the game since the beginning. I play since 2016, so boundary condiziona around Dojo trips and bonus that would have lowered the unitary cost, faded away. I’m stuck at 94 Snoutlings each 500 XP. It Is longer than expected to reach M100 but I’m on the right path. My best class Is actually Witch stuck at 97 and Paladin at 96.

    The other benefit of Samurai/Tbird/Bard/TH is that it is almost brainless. Just cycle through the birds, use the rage chili as soon as it’s ready, and keep going. When I use Illusionist I’m constantly trying to figure out which bird needs a recharge from Illusionist.

    Absolutely the best feature. You can casually sling without e even looking at the screen and potentially win the worst enemy of the game.

    The thing I like about Tbird is that if Snor does call allies, the Tbird shield effect (when combined with Samurai’s shield) is very effective at getting rid of the other pigs. That strategy doesn’t work with Illusionist. But maybe the mirror effect stuns enough that you don’t need to worry about getting rid of ally pigs

    oh, if Snor call for his allies, I Simply restart the game. Honestly, at my level, I can only try to win “Quick and Dirty” against Snor and all the other pigs, all’ of them immune to negative effects and 30k Life points each. I won against ita army only a couple of times over more than 100 games faced.

    I played around a bit with subbing Illusionist for Tbird and one thing I noticed that might have been a one-time bug is that if I used rage at the beginning of a turn, it disabled the mirror effect from Illusionist for all the birds during that turn. But then I tried it a second time after restarting the game and there didn’t seem to be any effect of using the rage chili on the mirror effect. Have you seen anything like that, where use of a rage chili disables the mirror effect? Otherwise it’s a fun way to go through 26/10.

    I didn’t notice It so I tried that exact game situation for you now and It didn’t happen. As you told us, “a One time bug” occurred.

    Maxx

    Maxx_Matt
    @maxxmatt

    I finetuned a little bit my previuosly exposed “killer team” because I wanted to try the @jamairoqui idea of adding a bird capable of improving the entire team total damage but without diluiting too much the High team stunning ability.

    Thunderbird-Bard-Samurai-T.Hunter is an extremely strong combo, like exposed by @jamairoqui but, after extensively testing this 4-birds-team I realized Thunderbird file could bè covered by Skullkers without losing in the process the enhanced “cumulative stunning effect” brought by Illusionist. I cut one of the key member of the strategy, bringing in a very strong “winning time shrinker”.

    Bard Samurai Skullkers Illusionist
    BOOM! BOoM! BoOM! BOoM!

    Round 1
    Illusionist targets Samurai first
    Bard Attacks
    Samurai Attacks twice
    Skullkers Rages immediately of Snor isn’t stunned, otherwise Attacks

    Round 2
    Illusionist Target a Bard
    Bard Attacks twice
    Samurai Attacks twice
    Skullkers

    Round 3
    Skullkers Attacks
    Bard Attacks twice
    Illusionist Rages
    Samurai Attacks twice, restarting the golden chili recharging routine.

    Round 4
    You can freely iterate the entire process, almost always adapting It only if Snor resists any stun or something other goes wrong.

    Things to do are Crystal clear:
    – optimize the attacks’ Number both Bard and Samurai can deal
    – rage to stun with Blues or Chuck
    – iterate the sling routine without too many errors.

    Thunderbird / Bard / Samurai / T.Hunter has only a great (possibly unparalleled feature). You can blindly sling without thanking anything during the process, cutting to its maximum the needed time to complete a single round. You can sling birds even during the attacks game animations, “almost scheduling” your round and then wait for things to happen

    Illusionist / Bard / Samurai / Skullkers on the other hand, as a team, has many subtle but crucial additional pros and very few cons.

    – Bard and Samurai have almost doubled their capability to stun Snor, you “backup” stunning Plan of raging ones with Blues is even stronger because has 100% of success.
    – You dramaticaly rise the stunning frequency and you can easily swap the t.hunter delaying effect with skullkers additional damage. Illusionist sometimes reset Snor counter, of needed.
    – Christmas Bard deals more frequently enhanced damage and Ballista guarantees another additional damage boost even with Skullkers instead of THunter
    – You rage very fast. up two round and you are ready again for Golden chili. Anytime you rage with Blues you have 4 additional “stunning try” the subsequent round while of you rage with Chuck you deal massive damages and apply stunning chances, too. In both cases, you are heading moves against Snor without being out down by him and già allies.
    – You win quickly. I’m not L100/M100, at least 10-15 Mastery levels under and without L102/E10 fully enchanted and ancient weapons sets. I have a few of them maxxed out but not all. So, winning fast with this “underpowered” team Meana that the strategy is really well streamlined and effective.
    Enjoy,
    MAxx

    My Team
    – Challenger Illusionist / Set-Reset
    – Elite Skullkers / Ballista
    – Christmas Bard / Nightmare
    – Space Samurai / Gran Slam!

    Note.
    Bard and Samurai effect’s conflict.
    If you stun with both of them, the latter one will win over the first. So of you stun with Samurai and then stun again with Bard, Snor will bè blocked obly for a single round. I opted for Bard first and then Samurai during the standard attacking routine in order to avoid this unfair game situation. Hope it Will help.

    Maxx_Matt
    @maxxmatt

    @jamairoqui

    Your reasoning is interesting and almost correct in any part. I tried on my own to do a “reverse engineering” over Perfect Balance, testing the same team WITH and WITHOUT it. I was taking for granted that using PB while continuosly attacking an helpless and stunned enemy would have reduced GoldenChili recharge time. I was wrong because it almost take the same amount of time, when you are not being targeted by opponents’ attacks. I tried the same comparison (with/without PB) on Arena games and Standard games during which birds/pigs are kicking your birds and the entire process drop down to 5-6 attacks instead of 10-11: the most you are going to be attacked by any enemies and the quickest GoldenChili will be recharging itself. In the end, you’ll benefit from playing with PB against Snor only when he is going to repeteadly attack you, the only games when things aren’t going well for your team :-) . Thanks for the advice, man.

    Going back to your previously rised points, I can elaborate a little bit more over Illusionist vs. Lightningbird vs. Thunderbird. I prefer the first over the latter because it increases the number of times your key stunning/delaying effects will trigger while the latter dramaticaly increase only the total amount of damages dealt to Snor. Since ABE v.2.7, Illusionist secondary ability have been improved from 2 up to 3 rounds and you can tricky play with it alone in order to concretely rise the number of every rounds attack.

    For example:

    Team: Seadog/Punisher, Illusionist/SetReset, Bard/Nightmare, THunter/Ballista. No Golden Chili.

    [1st round] Illusionist over Bard, Seadog over Bard = 4 attacks

    [2nd round] Illusionist over THunter, Seadog over THunter = 6 attacks

    [3rd round] Seadog over Bard = 8 attacks

    From a strictly Cave-26-10 perspective, Snor will receive a larger amount of attacks that could trigger stunning or delaying effects (4-5 every round), more attacks for an higher total damage resulting on a shorter winning time. Both Punisher and Ballista alone are strong game swingers.

     

    I tried another team yestarday that gave me an overall good stability and a shorter winning time:

    Challenging Illusionist L100/M84 equipped with Ancient Set-Reset L102/E8

    Challenging Seadog L100/M78 equipped with Ancient Punisher L102/E10

    Challenging Treasure Hunter L100/M82 equipped with Ballista L82/E10

    Christmas Bard L100/M87 equipped with Ancient Nightmare L102/E5

     

    Try it end let me know :) I’m sure you’ll be satisfied :)

    MM

     

     

     

    Maxx_Matt
    @maxxmatt

    Hi @jamairoqui, it is nice to read your reasonings. Thanks.

    Since ABE v.2.7, Matilda PerfectBalance increased its effect from 35% up to 50%. Every bird is affected by this global effect and, despite your conclusions, my rage recharge time shrinked a lot. I can rage every 2-3 rounds and I needs 11-13 single attacks to fully recharge the GoldenChili. I’m really sorry you are not able to “feel” this effect buy it is really gamebreaking, from my point of view.

    Version 2.7 is out


    For example:
    Illusionist/anyweapon,
    Samurai/StunningHammer,
    THunter/anyweapon,
    Bard/PerfectBalance.
    Quite standard team.

    1 round.
    You use Illusionist over Samurai first, then attack twice with Samurai, then once with Bard, then, if Snorg isn’t stunned, rage with THunter to delay him.

    2 round.
    Use Illusionist over Bard, then attack twice with both Samurai and Bard. Blues goes the latter.

    3 round.
    I’m sure we would not have the same match from that very 3rd round, because your birds are stronger than mine and you’ll need less attacks to fill up the GoldenChili. Half of my group can attack twice with Samurai and Bard. If they won’t stun Snorg again, you can attack with another Bird and then possibly rage again. If Snorg will opt for and hit, he could not bè able to kill any of mine and your birds with a single hit, so any move he’ll take will not bè deadly.

    4+ rounds
    Now you have at least 6-7 attacks every round and you can alternate Chuck rage with the Blues one, it depends on the stunning process involved and how the Snorg strategy randomly evolve.

    6-7+ rounds.
    You’ll start to slowly wound / kick / stun / delay Snorg. He is trapped and he can’t easily escape your plan. You can still lose but you need to bè very unlucky.

    Sometimes I lost because Snorg never tried to summon any allies nor any stun effect took place. Unlucky. It happens.

    The effect of Matilda and Perfect Balance here is overwhelming. Nightmare despite being the only good alternative choice, is subpar in comparison but I’m sad you didn’t notice any benefit at all’ :-( maybe it is a bug…

    I’m actually playing only Arena (because It Is funny to try many different combo teams) and both 25-10 (for Mastery) and 26-10 (for the final wheel spin). It Is a good grinding combo, IMHO. :-)

    I did not farm MouthPool anymore since the bug fix, too. On the other hand, when I’m short of Snoutlings, I opt for Bomb with Pitpocket everywhere (casual games, arena games, tournaments, events, 25-10 and 26-10). Results are good: less “firepower” but many more Snoutlings :-)

    Have a nove day,
    MaxxMatt

    Maxx_Matt
    @maxxmatt

    @p2win
    you can try anything @jamairoqui told you because they are good hints, especially Blues with Cheats weapon.

    I use two different game lines while playing arena and I’m losing very few games with them:

    Wizard with LastWill
    Marksmen with Vengeance
    Challenger Witch with PerfectBalance
    TheSquire set banner
    TimeJump/Resurrection emblem

    any birds’ hit will heal your banner, opponent’s first wave is blocked by triggered effects of both Chuck and Blues’ weapons, rages are very strong and frequent because of Matilda Perfect Balance and Squire. You can opt for abusing of TJ yourself or protecting your birds with Resurrection . when killed and resurrected and killed again, their weapons will trigger twice with very strong effects ( multiple attacks and additional rage effects)

    The other very effective team consists of

    Halloween Skullkers with Cheats
    Halloween Berserker with Punisher
    Challenger Witch with Perfect Balance
    The Squire and again TJ or Resurrection emblem.

    my very first two moves are, Attack First with skullkers secondary skill and then use Witch healing/growing effect over banner. last move consists of targeting banner with Berserker defensive skill and damage all the opponent’s birds. On my First wave I Will not use my own rage, while I use bomb’s rage on my very second turn. Opponent’s birds usually kill my Blues first and then damage my other Two birds so I can alternatively grow Bomb with Witch and then let him rage or Simply rage him and attack with Matilda. This time you will quickly wipe the board killing any birds’ through Punisher trigger and during Your third round you can concentrate on hitting opponent’s banner, almost killing it with your team.

    Hope it Will help,
    have a nice day
    MaxxMatt

    Maxx_Matt
    @maxxmatt

    Hi @jamairoqui,

    I’m actually “farming” and/or “grinding” cave 26-10 since its first appearance and after figuring out how to beat the boss, I made endless try outs of different teams configuration (especially because I get bored really fast ;-))

    I keep track here of the “Key elements” I always use to kill Snorg as quiick as I can without being overwhelmed by his summoned allies:

    – Treasure Hunter (keep Snorg counter low)
    – Matilda Perfect Balance (shrink rage chili recharge time)
    – A single efficient stunning effect : Bard or Grand Slam!
    – A single efficient multiple attacks effect: Illusionist or Seadog or Chronos Set
    – A single damage enhancing effect: Punisher or Ballista or Challenger Samurai or Nightmare

    Combining this elements you can easily arrange Quick wins, especially you with E10 and M100 birds (mine average 90, for example).

    Illusionist/Chronos
    Bard/PerfectBalance
    TreasureHunter/Ballista
    Seadog/Punisher

    LightningBird/SetReset
    Samurai/GranSlam
    TreasureHunter/Ballista
    Berserk/Punisher

    Anything that Can break parity, create asimmetrical effects and delay things should be used there.

    For example, if I’m not in a hurry and I’m in need of Snoutlings, I’ll slow down the game even more by adding more stunners (both Samurai and Bard) alongside Seadog with Pitpocket. Anything become slower buy more profitable.

    Another example, the quickest way to win but the highly failure oriented Is this team

    Cannoneer/Punisher
    Samurai/GranSlam
    Priestess/PerfectBalance
    Marksmen/Ballista
    If you can alternate TheBlues rage with the Samurai stunning effect and keep Snorg stunned , You’ll kill him in a very Quick and brute way. If you fail, you could quickly reload and retry.

    Have a nice game, Hope It helps
    MaxxMatt

    Maxx_Matt
    @maxxmatt

    If you want, add “MaxxMatt” on FB. I’m active and play this game regularly. I have a red avatar on FB among the ones the system will show you while searching.

    Have a nice day,

    MM

    Maxx_Matt
    @maxxmatt

    IMHO while almost any Caves 26 is really hard to wipe, that very last *Snor* pirate pig is quite elementay to defeat.

    his own weakness is the 3 turns counter of the defensive skill. you can both reset it or stun him almost forever, he is not even immune to negative effects like almost any other pirate pig.

    Any Cave Boss that could bè singlehandly slayed by a single strong strategy is not challenging at all’.

    My favourite and the most difficult to defeat is, even now, the MachineMonsterBoss of Cave 23. Grazie can’t bè catched off guard easily and both him and all’ the other pigs all’ together are far More challenging that the last two ones.

    On the other hand, AlphaPig is cool, because It let me “farm” through anche High level cave without boring me at all’ :-)

    Maxx_Matt
    @maxxmatt

    @juanvincent

    I think that it is part of AlphaPig evoking process because even on my device the game freeze for 3-5 seconds and then pigs allies come in. :)

     

     

    Maxx_Matt
    @maxxmatt

    Cave 25-10, is actually one among the best new ways to farm primarily for Mastery and in a minor note for Snoutlings, too. Always better than Mouth Pool and, depending on how you build up your team, better than Caves 9-7,9-8 or Caves 15-7,15-9 (largely considered the best ones to opt for, depending onyour group level).

    While @juanvincent gathered one of the possibly best teams of 4 birds viable for a QUICK WIN, I’m quite sure mine could bè opted for when your goal is to SURVIVE and make Mastery.

    – I did not prevent AlphaPig to summon allies, I’m usually facing up to 4-5 robust and always different pigs configuration. This situation make the routine both challenging but (almost) never boring.
    – Team made for survival and longer games, did not win fast but can stretch the game in a safe and steady way: rage first, then heal, then protect, then control, then wait for “rage time” again and start iterating this winning routine over and over
    – AlphaPig will not die before 70-80 game rounds and you will face more than 60-70 different pigs. With a fiery stamina and the right game strategy in mind, you’ll bè able to take and mantain the control of the field for almost forever. AlphaPig and its 1 million life points will bè worth the time you will spend over this way of farming mastery points
    – Actually It is funnier than you think, more satisfactory than usual and , from my point of view or level obtained, very relaxing, too.

    MATILDA – Elite Priestess & Sweets!
    CHUCK – Elite Rainbird & Twin Lightning
    BOMB – Elite Cannoneer & Sugar Rush!
    RED – Pumpkin Paladin & Dragon Breath

    Strategy is linear and simple: MATILDA will always hit AlphaPig letting other birds to constantly self heal. CHUCK rage can bè fired anytime the pigs number will grow up to 5, he will often heal the group targeting the cursed birds and sometimes hit. BOMB will focus on hitting pigs, especially Samurai. This process involves huges heals for your birds. RED can concentrate on Zombie or highly protected pigs. He will always attack and heal the most wounded bird.

    Nothing pigs could bè able to do, will heavily harm you if you balance hits and heals without any hurry. the only reason for this kind of play style is to kill as much High level pigs as you Can, without being overwhelmed.

    Let me know what you think about this argument, I’m actually profitably farming this level since I realized It Can bè optimized to gain in a more efficient way the mastery I’m still missing.

    Maxx

    Maxx_Matt
    @maxxmatt

    @juanvincent
    wow, this new team combination is really …stunning! ;-) Really appreciate the new ideas you brought in:
    – Illusionist defensive skill targeting Samurai/Priestess in order to give them x6/x4 “stunning potential hits”
    – Chronos can both self-heal Illusionist and sometimes add multiple attacks or different game options
    – Cosmic Samurai Can self-heal and spread heals to other Spirit Linked birds
    – When both Priestess and Samurai fail on stunning AlphaPig, you can relay on Blues ChiliRage with a 100% positive chance to stun him and gain another game round.
    – Anytime AlphaPig goes stunned, Priestess Can spirit link birds, Blues first then the others.
    – I never used my rage until AlphaPig got free from stun again.
    – During the entire match, AlphaPig attacked only twice and managed to evoke allies a single time. Got 3 stars with 88k points gained. Nice race!
    – Marksmen + Priestess + Samurai deal tons of damages (comparable with Marksmen + Cannoneer + Samurai ) but the healing effect is more frequenti and Illusionist enhance this feature.

    Nice try!
    Good Work

    Maxx

    Maxx_Matt
    @maxxmatt

    @juanvincent, I’m curious:

    • Marksmen with Ballista or Beep Robot! ?,
    • Priestess with Perfect Balance or Sweets! ?
    • Illusionist with Time Jump or ManaShell ?
    • Samurai with DragonBreath or Ironwall ?

     

    Thanks :)

    Maxx_Matt
    @maxxmatt

    @juanvincent

    @bchild

    Your ideas are very good especially:
    – Priestess to let any Bird gain self-healing skills
    – Perfect Balance to shrink RageChili recharge time.

    I didn’t make any math yet but I think that Priestess+PerfectBalance will give the team a more offensive behaviour compared with mine, more defensive but reactive Cleric+Sweets!. I think they are both viable ways to keep your team alive till the end.

    I tried both your teams and while I managed to win with the one @bchild used, I got crushed three times with the @juanvincent one. He maxxed out almost any weapons set and mastery class he used while I’m a little bit back on that challenge ( average weapons L82 and mastery L85 ). A more defensive group can keep the board cleaned winning in a slower but safer way. The more offensive behaviour of già own team cannot bè sustained or simply put online without the needed strenght because you’ll bè overwhelmed nor lose the èntire winning routine quickly if the game last longer nor you lose even a single Bird.

    I like your focus over stunning AlphaPig every time you could with Blues ChiliRage. You managed to build the entire team strategy over It and over getting this routine online as quick ad you Can ( almost every 1/2 turns). Well done!

    Maxx_Matt
    @maxxmatt

    @bchild
    Punisher triggers each single Cannoneer attack and its total damage, statistically speaking, will have lower high “spikes” but more “average” damage during the game.

    As much as Marksmen could bè easily coupled with Samurai and Cannoneer in order to optimize redundant multiple damages, for the same reasoning Skullkers could bè paired up with Paladin and Seadog and produce mass damage

    Maxx_Matt
    @maxxmatt

    @bchild
    if you opt for
    Marksmen with cheating Coin flop
    Samurai with Muratame
    Cannoneer with Punisher
    Valiant and TimeJu

    you Can Simply kick the opponent with your birds and deal more than 60k, very quickly .

    you Can even avoid raging with bomb or Red, because additional x3 from them thanks to blues skill, let them male more damages

    if you rage with Chuck, you can’t choose the banner and diluite damages per opponents’ birds

    if you want a very resilient team, your options ones are good. Choose Vengeance for Blues instead of Beep, because triggering effects are overwhelming

    Maxx_Matt
    @maxxmatt

    Anything giving healings and life points back should bè taken ad a chance

    – Paladin, self healing and stunning with Grand Slam
    – Cleric, healing with both attack and defence, powered by Sweets!
    – Raining bird, group healer with Time Jump, Mana Set or Twin Lightning
    – Seadog or Cannoneer with its group healing weapon set

    It should bè clear, that they did a Monster level that should not bè tricked, not killed relatively quickly like the previous one. Putting online a so hard to ddefeat Monster reveals that they wll not update the game in a brief span of time, nor…anymore…

    what do you think?

    Maxx_Matt
    @maxxmatt

    @zhugeliang
    Of course, here it is.

    ArenaTeam
    – Witch Elite/Challenger equipped with Perfect Balance
    – Berserker Elite/Halloween equipped with Punisher
    – Skullkers Elite/Halloween equipped with BEEP!Robot
    – Valiant Banner and Resurrection/TimeJump emblem

    Strategy
    Use Skullkers secondary ability on himself, then heal/power-up the banner through Witch, then use Berserker secondary skill in banner. Iterate this routine whenever you Need or use Witch on Berserker anytime you have GoldenChili fully charged.

    You can pick up Witch and use it in almost any arena team, without any fear.

    For Caves or WorldMap games, you can still abuse of Druid/Cleric when you Need an healer role covered by Matilda but Witch will work perfectly as a powerfull attacks with the strong healer RainBird.

    Try RainBird/Priestess/Samurai playing standard games. Link Birds through Priestess and kick/heal with the other ones. It works wonderfully against Pirates and Samurai swarms.

    Enjoy

    Maxx_Matt
    @maxxmatt

    @zhugeliang
    Matilda best class, for Arena, is Witch, for sure. Healing banner more than 10-15k with a single action is game breaking. She self heals too and has a massive damage with each attack.
    Bard is good, too, but Witch far better in comparison for Arena heavily pumped tournaments.

    Paladin is still better (on a general porpouse) when compared to any other Red classes because it can heal anyone for free each attack. With a game so much filled with good ways to augment the number of attacks, this secondary skill becomes game breaking. If you found specific (and better) uses for a team strategy with Knight, then tell us how you play with it. Knight equipped with Iron Wall and playing with Justice is a strong (but not unbeatable) team defence.

    Usually, I tend to couple both Classes and the choosen Weapon Set, when talking about strategies, because many of them Can Shine only when well interconnected between classes and weapons.

    Buy GoldenChili. ;-) You will use it during Arena battles, too.

    Describe your team choice, It Can bè useful at optimizing possible set up

    Maxx_Matt
    @maxxmatt

    @zhugeliang
    I’m sure the best way to deal with TJ is to find different and better ways to attack more than three times every round and trigger as many effects as you can in order to overwhelm enemies.

    My ideas are these ones, (tested over more than 1000 games and three different arena leagues):
    – Last Will (weapon): anytime Chuck dies, you will gain up to two free attacks;
    – Vengeance (weapon): anytime TheBlues die, you will gain a disenchant, a stun and a rage attack;
    – Resurrection (emblem): the rate of Resurrection effect over your birds is comparable to the one TJ apply over your enemies, cutting their multiple attacks edge over you;
    – Valliant (banner): a lesser recovery time turn back the edge to your favour, the most their birds are full time over yours, the most time you have to kill their banners.
    – while your opponents playing with TJ WANT to start the game, you know that if you did not win the starting coin flip you will at least attack twice, stun a bird, gain a rage, if not more, and all’ of this BEFORE your standard turn.
    – Chuck got killed twice? you gain up to 4 additional attacks
    – TheBlues GOT killed twice? you gain up to 2 stuns and 2 rages over enemies.
    – if you see through the “trend” that I’m describing, the most they attack, the best you gain and reflect to them.
    – you will easily kill opponents’ and birds during their own game round: these “game mechanics” stretched to the maximum almost completely shut opponents’ down or at least slow them down to a point from which you will doom enemies, regardless their initial starting Power
    – weaker birds got killed more frequently, producing their best combos multiple times.
    – the most you “counterattack and the most you ll fill your rage chili. your rage, is an atomic resource4
    – opt for the classes you can master the most: the kernel here are components

    Maxx_Matt
    @maxxmatt

    It depends on how much “hurry” you have and if you want to escalate the entire game mechanic faster than usual.

    I learned that, with the needed patience, anything related to the game’s uogrades got discounted: uogrades for classes to (tipically from 120LCs to 90LCs). If you play long enough evento to wait for classes and prizes, you could avoid directc buys from the shop. Skullkers are really good as much as the game advances itself. If you can afford It, try Marksmen. they are gamebreaking too.

    collect LCs for Paladino and GoldenChili, first. then, do as you like. :-)

    Maxx

    Maxx_Matt
    @maxxmatt

    @redd
    I don’t own TimeJump and I’ll use It for sure if I have it …but not in any team.

    For example, actually I play with birds that do its best after being killed. The perfect compendium ti this strategy is resurrection emblem, because the most you killer them, the most they could come back to Life and attack or trigger effects again. I’m not going to use TJ in such a team.

    with a Total attack team (blues, bomb, red) and the right banner, TJ always fits any style. You are facing that many TJ because, aside minor strategies, It Can bè profitably abused by many teams configurations.

    on the other hand, a TJ frequently triggering is worst than Resurrection itself, because many birds Can deal a shitload of damages with a single kick, unbalancing the game.

    Actually I’m winning more than I’m losing. TJ and ThornWall and Resurrection emblems are the only ones I’m facing since months. I adapted my strategy like I told you before in order to make fun of their multiple attack. And win. :-)

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